![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#19 | |||
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
|
![]() Quote:
![]() ![]() Thanks again, graf paper. "similar patcher for you to add" - I didn't understand you well ![]() Quote:
Actually, I must say no, you will not loose many of the features, since I made only one difference to zones.cfg, so everybody can easily do what linerkiller did. I must say since alot of files functioning in sh3 is still a mistery to me(learning by tries and reading), other than particles.dat and materials.dat(hopefully), the zones.cfg I didn't yet quite grasped. For instance, I meddled with zones.cfg, to add some effects and chop up the flare. Result was, and I don't know how and when :rotfl: planes fired flares. Yep, you will not see anymore planes firing flares. Because I now know what "activates" it. Anyways, I have to know more before I grasp the right appliance of the zones.cfg. Anyways, with s-boot mod, make a mission with an oil tanker full of oil, fire all weapons at it. If it explodes like in the picture on page 1 of this mod, then you have all. If not, in the end of the file of zones.cfg, there is this: [Global Params] CargoExplosionRange=15.0 ;FuelExplosionRange=3.0 AmmoExplosion=#Splinter_explosion AmmoForceMultiplyer=1.5 ;FuelExplosion=#oil_explosion FuelForceMultiplyer=0.5 Penetration Threshold=0.2 Armor Level Factor=4 Make it appears like this: [Global Params] CargoExplosionRange=15.0 ;FuelExplosionRange=3.0 AmmoExplosion=#Splinter_explosion AmmoForceMultiplyer=1.5 FuelExplosion=#oil_explosion FuelForceMultiplyer=0.5 Penetration Threshold=0.2 Armor Level Factor=4 That means erase that ; before fuel explosion, without meddling much. That is the only thing I changed in my zones.cfg, although I have one new, but not yet for show. Now, I didn't test before without that ; erased, so if this i swrong and it doesn't or didn't change anything, don't judge me hard. I'm a guy just like you who can't read everything. Like I said in the readme "too many files I can handle.." I'm learning, but sometimes it's hard, Ringo, really hard.. ![]() Quote:
![]() And as for the little guy flying overboard, I tried meddling with 3d models last nights, it was a bit fun, hard though to move a muscle, but the tricky part is how to import it into dat files. Now, I have skwas's explanation for importing models, but I feel I will have to bother some men to have more info. Anyways, that is something I think will not be so crucial, like a funzone for me, sorry, if I do it you will see it, regarding lifeboats mod will eventually come out. I'm really hurt and impatient with that mod, although guys are working hard, we can only hope the best for them. ![]() As for a6intruder, now, I really don't know what to say to your picture. In particle.dat file you have effect called funnel_smoke. It has its id card, in it's particle generators it calls for 3d models and bitmaps from materials.dat, and every boat in the game uses that id, meaning that effect to make a funnel smoke on the funnel. Now, how would you explain to me that ship doesn't have funnel smokes? :rotfl: Because, to tell you the truth I don't know how to explain that, other by saying that ship is actually a submarine on periscope depth. - everybody - I'm shure you will say boohoo, that guy is thick and doesn't know anything. Well.. Cheers! ![]() p.s. manic depression is rocking my boat.. ![]() p.s.s. I will upload sort of a preview for a6intruder on filefront, regarding the loss of wind, if you like the last release and don't want to bother with testing or reporting, Please DON'T DOWNLOAD IT!!! |
|||
![]() |
![]() |
|
|